Hello everyone! I am really excited to be a beta tester for this game. This initial post will be mostly an organized info dump on my thoughts regarding balance, feature suggestions, etc. Hopefully as I play more, I'll be able to find bugs and report them. And hopefully, if I find people to play with, I'll gain insight on balance issues.
Characters:
Zetterburn:
He definitely feels like the "Fox" of this game, and I see the obvious Fox influences. I still don't know too much about the DI or SDI mechanics in this game, but I'm a little worried that the priority on his Nair might be a bit much, especially since it's multi-hit and can carry opponents across the stage easily. I assume this is balanced because the hitstun is low and escapable? Everything else about him seems to be very standard, so no complaints there.
Wrastor:
Having his Smash attacks in the air is very strange to get used to. Something I might suggest to try out is instead of his smash halting him in midair, it could just increase the air friction so he still retains momentum but is still affected by gravity. Sort of how Spacies shines reduce aerial momentum. I can imagine the creative spacing and combos that come out of this mechanic. Otherwise, he feels a bit weak to me. Maybe that's because he feels too much like Jigglypuff in his playstyle, and that's not a bad thing, just something I don't really understand as much.
Kragg:
I like how you're making a heavy character with actual combo potential. His defensive options are very strong and his up B is very creative. One small thing about the training AI though, when he does his up B offstage, he just stands there instead of trying to get back to the stage. Also, can't a Kragg effectively stall a match by making a platform way offstage then camp with rock throw? Or is there something I'm missing? I don't get how his Side-B is good, you can't jump with it and it's slow. I know it has tons of armor, but it just seems too predictable.
Orcane:
Definitely my favorite character so far. I love his Neutral-B projectile, his Fair is really funny. The utility with his ink drop is really fun, and the teleportation is really handy and not too overpowered. I'm having trouble finding uses for Side-B, is it meant for a emergency recovery when you don't (or can't) use Up-B? Also, just like with Zetterburn's Nair, Orcane's Dair combos extremely well and I'm a little worried about it's balance. The CPU AI was having trouble getting out of repeated Dairs.
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Stages:
(Note: after writing this section I realized there was a "basic" stage option. Wow, you really thought of everything!)
Fire Capitol:
Interesting asymmetry. Pretty neutral, but is it just me or does the left side blast zone seem further away than the right side?
Air Armada:
Creative use for a stage feature with that spring. Maybe test having the spring propel in a direction based on where you're standing on it instead of which direction you're holding. (i.e. standing on the far right side would have you jump to the left, and vice versa)
The Rock Wall:
It's hard to come from Melee where walk-offs are completely banned and take this stage seriously, but I realize this is a different game with different mechanics. I'm not sure what I think of the collapsing pillars though, maybe have them only partially collapse?
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General:
First of all, thank you for thinking about wavedashing, I love it so much. Now I will thank you even more if you think about increasing the distance that you can wavedash... at least for Orcane.
I'm a little weirded out by the lack of shield (or even just a block of any kind) and grab. I'm assuming you're planning on balancing the game around those things being gone and focusing on the dodge and parry for defensive play. However, I really hope that the lack of strong defensive options doesn't turn this game into a combo-fest like Smash 64 was. And like I said before, maybe I just don't know what the defensive options like SDI and combo-breaking moves are.
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But anyway, there's my spiel. Already can't wait for the full version!